What makes a Pokémon good at each position. One grading system runs the whole site: the 17–0 and 151 Challenges, the Fantasy Draft, and ALL-22 BOWL and ALL-22 PRO. Every position looks at its own mix of stats, some care about size, and a few types get a small bonus.
The exact numbers stay secret, because scouting players by eye is half the fun. This tells you what to look for.
ALL-22 · Scouting Guide
What each position looks for
Key Helps A small part Doesn't count there
Offense
What each offensive position looks for
Position
HPHP
ATKATK
DEFDEF
SP. ATKSPA
SP. DEFSPD
SPEEDSPE
HEIGHTHT
WEIGHTWT
Type bonus
QBQuarterbackThrows the passes and runs the offense.
Hit Points: helps
Attack: a small part
Defense: doesn't count
Special Attack: key
Special Defense: helps
Speed: helps
Height: doesn't count
Weight: doesn't count
Type bonus: PsychicNormalDragon
HBHalfbackThe main ball carrier, through tacklers and around them.
Hit Points: helps
Attack: key
Defense: a small part
Special Attack: doesn't count
Special Defense: doesn't count
Speed: key
Height: doesn't count
Weight: a small part
Type bonus: FightingGroundNormal
FBFullbackLead blocker and short-yardage runner.
Hit Points: helps
Attack: key
Defense: key
Special Attack: doesn't count
Special Defense: doesn't count
Speed: doesn't count
Height: doesn't count
Weight: key
Type bonus: RockGroundFightingNormal
SLOTSlot receiverA quick receiver lined up inside. Replaces the fullback in the slot offense.
Hit Points: a small part
Attack: helps
Defense: doesn't count
Special Attack: a small part
Special Defense: helps
Speed: key
Height: doesn't count
Weight: doesn't count
Type bonus: ElectricFlyingFairy
WRWide receiverRuns routes and catches passes downfield. Two per team.
Hit Points: doesn't count
Attack: helps
Defense: doesn't count
Special Attack: helps
Special Defense: a small part
Speed: key
Height: a small part
Weight: doesn't count
Type bonus: ElectricFlying
TETight endHalf blocker, half receiver.
Hit Points: helps
Attack: helps
Defense: helps
Special Attack: doesn't count
Special Defense: doesn't count
Speed: helps
Height: a small part
Weight: helps
Type bonus: FightingWater
OLOffensive lineTwo tackles, two guards and a center. They block for everyone else.
Hit Points: helps
Attack: a small part
Defense: key
Special Attack: doesn't count
Special Defense: a small part
Speed: doesn't count
Height: doesn't count
Weight: key
Type bonus: RockSteelGroundFighting
Defense
What each defensive position looks for
Position
HPHP
ATKATK
DEFDEF
SP. ATKSPA
SP. DEFSPD
SPEEDSPE
HEIGHTHT
WEIGHTWT
Type bonus
DEDefensive endRushes the passer and sets the edge on runs. Two per team.
Hit Points: helps
Attack: key
Defense: a small part
Special Attack: doesn't count
Special Defense: doesn't count
Speed: key
Height: doesn't count
Weight: helps
Type bonus: FightingDarkDragon
NTNose tackleThe big body in the middle of a 3-4 line.
Hit Points: helps
Attack: helps
Defense: helps
Special Attack: doesn't count
Special Defense: doesn't count
Speed: doesn't count
Height: doesn't count
Weight: key
Type bonus: RockGroundSteelFighting
DTDefensive tackleThe two inside linemen of a 4-3 front.
Hit Points: helps
Attack: key
Defense: helps
Special Attack: doesn't count
Special Defense: doesn't count
Speed: a small part
Height: doesn't count
Weight: key
Type bonus: RockGroundSteelFighting
OLBOutside linebackerRushes the passer and chases runs to the sideline. Two per team.
Hit Points: helps
Attack: key
Defense: helps
Special Attack: doesn't count
Special Defense: a small part
Speed: key
Height: doesn't count
Weight: doesn't count
Type bonus: FightingDarkBug
ILBInside linebackerPlugs runs up the middle and covers short passes. Two in a 3-4.
Hit Points: helps
Attack: key
Defense: key
Special Attack: doesn't count
Special Defense: a small part
Speed: helps
Height: doesn't count
Weight: doesn't count
Type bonus: FightingDarkGround
MLBMiddle linebackerThe leader in the middle of a 4-3.
Hit Points: helps
Attack: key
Defense: helps
Special Attack: doesn't count
Special Defense: helps
Speed: helps
Height: doesn't count
Weight: doesn't count
Type bonus: FightingDarkGround
CBCornerbackCovers receivers one-on-one. Two per team.
Hit Points: doesn't count
Attack: a small part
Defense: helps
Special Attack: doesn't count
Special Defense: helps
Speed: key
Height: a small part
Weight: doesn't count
Type bonus: FlyingDarkGhost
SSafetyThe last line of defense, deep in coverage. Two per team.
Hit Points: helps
Attack: doesn't count
Defense: helps
Special Attack: a small part
Special Defense: key
Speed: key
Height: doesn't count
Weight: doesn't count
Type bonus: FlyingPsychic
Kicker: not part of a challenge's Team Score. In the games, Sp. Atk and Attack make the strongest legs.
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Every starter gets a fit rating for his spot, from the chart above.
The Team Score (out of 1,000) averages them, with some spots counting more. The quarterback is the most important single spot, but your five linemen together count for even more. On defense, the ends and the cornerbacks count most and the safeties least.
Weak spots count extra. Your worst fits drag the score down harder than a star lifts it, so don't leave a hole anywhere.
Your formation changes a few spots. A 4-3 defense turns the nose tackle and one inside linebacker into defensive tackles and the other into a middle linebacker. The slot offense turns the fullback into a slot receiver.
Retro and the 151 Challenge have their own score scales, since older Pokémon have lower stats, so scores compare fairly within each challenge. Legendaries follow the same rules as everyone else.
Height and weight
Height only matters for wide receivers, tight ends and cornerbacks: taller players win jump balls and cover more ground. It tops out around 7'3", so anything taller gets no extra credit. Seviper's 8'10" does nothing for him at linebacker.
Weight matters most on the lines (offensive line, nose tackle, defensive tackle) and at fullback, and a little for halfbacks, defensive ends and tight ends. It counts on a sliding scale: going from 50 to 100 lb is worth as much as going from 400 to 800 lb.
The special stats
Sp. Atk and Sp. Def aren't about offense and defense. Sp. Atk is arm and touch: it's the quarterback's key stat and helps receivers and safeties. Sp. Def is composure and reading the play: it matters for quarterbacks, cornerbacks and safeties, and a little for receivers and linebackers. Pass rushers win with Attack and Speed.
Types
Some types get a small bonus at certain spots, listed in the chart with the biggest first: Psychic quarterbacks, Rock and Steel linemen, Fighting pass rushers, Electric and Flying receivers and more. It's a nudge on top of the stats. It can settle a close call, but it won't save a bad fit.
In ALL-22 BOWL and ALL-22 PRO
Both games use the same fit ratings: a Pokémon in the right spot plays better at everything. On top of that, the stats drive the action on the field:
Speed is how fast he runs and how quickly he gets going. Heavy players get going a little slower.
Attack is driving power: blocking, tackling and breaking tackles, with Defense and weight behind it.
Defense and HP are holding your ground and taking hits. Weight helps here too.
Sp. Def, Sp. Atk and Speed make good hands for catching.
Sp. Atk and Sp. Def are the quarterback's arm and accuracy.
Quick answers
Do the challenges and the games grade players the same way?
Yes. The 17–0 and 151 Challenges, the Fantasy Draft and both games use the same ratings. The free builder doesn't grade your team at all.
Should my guards have high Defense or high HP?
Both help, but Defense and Weight matter most for linemen, then HP. Rock and Steel get the biggest type bonus there.
Would an edge rusher want Sp. Atk or Sp. Def?
Neither, really. Defensive ends and outside linebackers win with Attack and Speed.
Why can't I see each Pokémon's exact rating?
That's the challenge: you scout by eye. This guide tells you what to look for, and the rest is your call.
Build a stronger starting 22
All 22 Pokemon best-team strategy
The best team depends on your Pokémon pool, formation and the picks available. A high base-stat total alone does not guarantee a strong football player: the same Pokémon can grade very differently at quarterback, cornerback or offensive tackle.
Plan your premium positions
Quarterback, pass rushers and cornerbacks have the largest influence on the team score. For quarterback, start with Special Attack and then check Special Defense, HP and Speed. Fast receivers and corners help the passing game on both sides of the ball. Pass rushers need Attack with enough Speed to reach the quarterback.
Build the line, then repair weak spots
Weight, HP and Defense matter on the offensive line. A large Pokémon with poor durability can still leave a weakness, so compare the whole role rather than choosing by appearance. The team's four weakest positions pull down its overall grade. Upgrading one of those positions can help more than adding another star to an already strong unit.
Pick a formation before you draft
A 3-4 defense uses three down linemen and four linebackers; a 4-3 uses four down linemen and three linebackers. On offense, a fullback adds another blocking role, while Slot uses an extra receiving role. Choose the formation that suits the pool you want to draft, then reserve suitable players for the positions it creates.
Manage each challenge's limits
The 17–0 Challenge gives you a region and type each round, a limit of three Legendary or Mythical Pokémon, and one reroll for each filter. Save a flexible pick for a role with few good alternatives. In the 151 Challenge, you get one random Kanto Pokémon at a time and five rerolls for the entire draft. Place each pick with the remaining open positions in mind.
Read your score and season together
A team grade reflects position fit and roster balance. The simulated 17-game record also depends on the run's matchups and random outcomes, so a stronger grade improves your chances without guaranteeing 17–0. Compare several drafts, check where weak positions recur, and adjust your next picks.